Clock Widget Killed - android-widget

I created app with widget that have clock, the problem is after approximately half hour the clock stop working or when i kill the app with "Advanced Task Killer" it also stop working. How can i keep my app always alive or only the widget. Here is the class of the widget:
package com.shamir;
import java.text.DateFormat;
import java.text.SimpleDateFormat;
import java.util.Date;
import android.app.PendingIntent;
import android.appwidget.AppWidgetManager;
import android.appwidget.AppWidgetProvider;
import android.content.ComponentName;
import android.content.Context;
import android.content.Intent;
import android.os.Handler;
import android.widget.RemoteViews;
public class Widget extends AppWidgetProvider
{
private Handler mHandler = new Handler();
RemoteViews views;
AppWidgetManager appWidgetManager;
ComponentName currentWidget;
Context context;
DateFormat time_format = new SimpleDateFormat("HH:mm:ss");
DateFormat date_format = new SimpleDateFormat("dd.MM.yy");
public void onUpdate(Context context, AppWidgetManager appWidgetManager, int[] appWidgetIds)
{
this.context = context;
this.appWidgetManager = appWidgetManager;
views = new RemoteViews(context.getPackageName(), R.layout.widget);
currentWidget = new ComponentName(context, Widget.class);
mHandler.removeCallbacks(mUpdateTask);
mHandler.postDelayed(mUpdateTask, 100);
}
final Runnable mUpdateTask = new Runnable()
{
public void run()
{
Intent informationIntent = new Intent(context,MainScreen.class);
PendingIntent infoPendingIntent = PendingIntent.getActivity(context, 0, informationIntent, 0);
views.setOnClickPendingIntent(R.id.w_start, infoPendingIntent);
views.setTextViewText(R.id.widget_time,time_format.format(new Date()));
views.setTextViewText(R.id.widget_date,date_format.format(new Date()));
appWidgetManager.updateAppWidget(currentWidget, views);
mHandler.postDelayed(mUpdateTask, 1000);
}
};
#Override
public void onDisabled(Context context)
{
super.onDisabled(context);
mHandler.removeCallbacks(mUpdateTask);
}
}

I think all your questions have been answered before on SO, but to aggregate....
You cannot prevent the user from killing your app with a task killer (see this post)
To keep Android from automatically terminating your app/widget, you need a service. This makes it a lot less likely (but not impossible) for Android to kill your process when it needs the memory.
Note that keeping your widget running all the time will quickly drain the battery of your device, so be careful with this! Make sure you limit your updates (check this post for suggestions)

You really shouldn't be making a clock this way. Keeping all those variables live is bad for the user, and makes it hard to recover from a system-kill. Use an alarm manager to start a service that will entirely re-draw the time every 60 seconds in a way that's independent from past drawings (i.e create calendars, etc... every time it's fired up). Here's how to start the service:
AlarmManager alman = (AlarmManager) cont.getSystemService(Context.ALARM_SERVICE);
Intent timeService = new Intent(cont, XTime.class);
PendingIntent timePending = PendingIntent.getService(cont, 0, timeService, 0);
int rem = 60 - Calendar.getInstance().get(Calendar.SECOND);
alman.setRepeating(AlarmManager.RTC, System.currentTimeMillis() + rem * 1000, 60000, timePending);

Related

How do I get my grid to refresh whenever I visit the view that accesses it?

I have a Grid in my Vaadin project that displays portions of all the Events entities in my EventsRepository. The view that shows this grid shows the Events entities just fine, but only in their first state once they enter the repository. Whenever a user signs up for an event, its "participants" count is supposed to drop, and their name is supposed to be added to the user list (just a large String for now). However, whenever I go back to this view, the grid is not updated. I know that I need to be calling grid.getDataProvider().refreshAll(); somewhere in my code for the grid to update with these changes, but I just can't figure out where to put it. I have confirmed that I am properly changing these values, but these changes just are not being reflected in the grid.
Here is my view that accesses the grid I mention:
import com.vaadin.flow.component.grid.Grid;
import com.vaadin.flow.component.grid.GridVariant;
import com.vaadin.flow.component.html.Div;
import com.vaadin.flow.component.html.Span;
import com.vaadin.flow.component.orderedlayout.HorizontalLayout;
import com.vaadin.flow.component.orderedlayout.VerticalLayout;
import com.vaadin.flow.router.AfterNavigationEvent;
import com.vaadin.flow.router.AfterNavigationListener;
import com.vaadin.flow.router.PageTitle;
import com.vaadin.flow.router.Route;
import ymca.tracker.application.data.entity.Events;
import ymca.tracker.application.data.service.EventsService;
import java.util.List;
#PageTitle("Registration Management")
#Route(value = "registration-management")
public class RegistrationManagementView extends Div implements AfterNavigationListener {
EventsService eventsService;
Grid<Events> grid = new Grid<>();
public RegistrationManagementView(EventsService eventsService) {
this.eventsService = eventsService;
addClassName("account-view");
setSizeFull();
grid.setHeight("100%");
grid.addThemeVariants(GridVariant.LUMO_NO_BORDER, GridVariant.LUMO_NO_ROW_BORDERS);
List<Events> events = getData();
grid.setItems(events);
grid.addComponentColumn(event -> createCard(event));
add(grid);
// I tried calling this line of code in the constructor, but this does not refresh either
grid.getDataProvider().refreshAll();
}
private HorizontalLayout createCard(Events events) {
HorizontalLayout card = new HorizontalLayout();
card.addClassName("card");
card.setSpacing(false);
card.getThemeList().add("spacing-s");
VerticalLayout vl = new VerticalLayout();
vl.addClassName("description");
vl.setSpacing(false);
vl.setPadding(false);
HorizontalLayout header = new HorizontalLayout();
header.addClassName("header");
header.setSpacing(false);
header.getThemeList().add("spacing-s");
Span name = new Span(events.getName());
name.addClassName("name");
header.add(name);
Span capacity = new Span("Spots Remaining: " + events.getParticipants());
capacity.addClassName("capacity");
String registrantList = events.getUsers();
Span signUps = new Span("Current Registrants: \n" + registrantList);
signUps.addClassName("signUps");
vl.add(header, capacity, signUps);
card.add(vl);
return card;
}
public List<Events> getData() {
List<Events> events = eventsService.findAllEvents();
return events;
}
/* I tried an aferNavigationListener, but I really don't know how
to implement this at all but I know this is not correct
*/
#Override
public void afterNavigation(AfterNavigationEvent afterNavigationEvent) {
grid.getDataProvider().refreshAll();
}
}

JavaFX8 - How to draw random circles with random x/y centers?

I am trying to draw random circles with random x/y centers, but the result of my code is only one circle at the center of the stage (window).
I use Task class to update my UI every 1 second.
This is my code:
package javafxupdateui;
import javafx.application.Application;
import javafx.application.Platform;
import javafx.concurrent.Task;
import javafx.scene.Scene;
import javafx.scene.layout.StackPane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Circle;
import javafx.stage.Stage;
public class JavaFXUpdateUI extends Application {
private Stage window;
private StackPane layout;
private Scene scene;
#Override
public void start(Stage primaryStage) {
window = primaryStage;
window.setTitle("JavaFX - Update UI");
layout = new StackPane();
scene = new Scene(layout, 500, 500);
window.setScene(scene);
window.show();
Thread th = new Thread(task);
th.setDaemon(true);
th.start();
}
Task task = new Task<Void>() {
#Override
protected Void call() throws Exception {
while (true) {
Platform.runLater(new Runnable() {
#Override
public void run() {
drawCircles();
}
});
Thread.sleep(1000);
}
}
};
public void drawCircles() {
Circle circle;
float x = (float)(Math.random()*501);
float y = (float)(Math.random()*501);
circle = new Circle(x, y, 25, Color.RED);
layout.getChildren().add(circle);
scene.setRoot(layout);
window.setScene(scene);
}
public static void main(String[] args) {
launch(args);
}
}
The result of the above code is:
Result GUI
What is going wrong
StackPane is a layout pane, it centers everything by default. As you want to manually place the circles at random locations, you don't want to use a pane which manages the layout for you.
How to fix it
Use a Pane or a Group instead of StackPane. Neither Pane nor Group manage the layout of items for you, so children you add to them at specific locations will remain at those locations.
Aside
You might wish to use a Timeline for your periodic updates rather than a Task with runLater (though the later will still work OK, with a Timeline you don't have to deal with additional complexities of concurrent code).

Why are KeyEvents Only Generated for the Last Key Pressed?

I'm testing key handlers, and I ran into a problem.
In its barest form, I have the following code:
mainScene.setOnKeyPressed( event -> {
System.out.println("Handler called for: " + event.getCode());
});
As expected, when a key is pressed, it prints out the associated code.
The problem is, if I hold 2 keys at once, only the last key pressed generates constant events. I want to be able to add pressed keys to a queue to be dealt with elsewhere, but only the last key pressed will be added to the queue.
Is there any way to change this behavior?
The only workaround I could find was to use a map to record codes, and set up a separate pressed and released handler to add/remove codes from the map. This works, but requires constant polling of every key I may need to react to, instead of being able to just check if the pressed-key queue is empty.
I suspect the JVM is receiving the key pressed event from the operating system, so the repeat-key behavior when you hold two keys down is determined at the OS level.
To manage your own key press repeats, you can use a timeline with an indefinite cycle count; start the timeline when the key is pressed and stop it when the key is released. You will probably need to manage these in a Map<KeyCode, Timeline> to handle multiple keys. Have the timelines call a method and pass the key code for central handling of the key presses: this will avoid the need for polling.
SSCCE:
import java.util.HashMap;
import java.util.Map;
import javafx.animation.Animation;
import javafx.animation.KeyFrame;
import javafx.animation.Timeline;
import javafx.application.Application;
import javafx.scene.Scene;
import javafx.scene.input.KeyCode;
import javafx.scene.layout.Pane;
import javafx.stage.Stage;
import javafx.util.Duration;
public class MultiRepeatKey extends Application {
#Override
public void start(Stage primaryStage) {
Scene scene = new Scene(new Pane(), 400, 400);
Map<KeyCode, Timeline> keyRepeats = new HashMap<>();
Duration keyPressDelay = Duration.millis(200);
scene.setOnKeyPressed(e -> {
if (! keyRepeats.containsKey(e.getCode())) {
Timeline repeat = new Timeline(new KeyFrame(Duration.ZERO, event -> processKey(e.getCode())),
new KeyFrame(keyPressDelay));
repeat.setCycleCount(Animation.INDEFINITE);
repeat.play();
keyRepeats.put(e.getCode(), repeat);
}
});
scene.setOnKeyReleased(e -> {
if (keyRepeats.containsKey(e.getCode())) {
Timeline repeat = keyRepeats.get(e.getCode());
repeat.stop();
keyRepeats.remove(e.getCode());
}
});
primaryStage.setScene(scene);
primaryStage.show();
}
private void processKey(KeyCode code) {
System.out.println(code.getName());
}
public static void main(String[] args) {
launch(args);
}
}
Depending on your use case, another option that may make sense for you is to just keep a Map from keys to some representation of the functionality you want, and then to keep a Set of the implementations of those functionality. Then use an AnimationTimer to update the UI depending on which keys are pressed. (An AnimationTimerexecutes its handle method on each frame rendering; the parameter passed in is a timestamp in nanoseconds.).
Obviously if you had many mappings, you would define the mappings elsewhere, but here is the idea:
import java.util.HashMap;
import java.util.HashSet;
import java.util.Map;
import java.util.Set;
import java.util.function.DoubleFunction;
import javafx.animation.AnimationTimer;
import javafx.application.Application;
import javafx.geometry.Point2D;
import javafx.scene.Scene;
import javafx.scene.input.KeyCode;
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Rectangle;
import javafx.stage.Stage;
public class MultiRepeatKey extends Application {
#Override
public void start(Stage primaryStage) {
Rectangle rect = new Rectangle(20, 20, 50, 50);
rect.setFill(Color.CORNFLOWERBLUE);
Pane pane = new Pane(rect);
Set<DoubleFunction<Point2D>> motions = new HashSet<>();
Map<KeyCode, DoubleFunction<Point2D>> keyMappings = new HashMap<>();
keyMappings.put(KeyCode.UP, delta -> new Point2D(0, -delta));
keyMappings.put(KeyCode.DOWN, delta -> new Point2D(0, delta));
keyMappings.put(KeyCode.LEFT, delta -> new Point2D(-delta, 0));
keyMappings.put(KeyCode.RIGHT, delta -> new Point2D(delta, 0));
double speed = 150.0 ; // pixels / second
AnimationTimer anim = new AnimationTimer() {
private long lastUpdate = 0 ;
#Override
public void handle(long now) {
if (lastUpdate > 0) {
double elapsedSeconds = (now - lastUpdate) / 1_000_000_000.0 ;
double delta = speed * elapsedSeconds ;
Point2D loc = motions.stream()
.map(m -> m.apply(delta))
.reduce(new Point2D(rect.getX(), rect.getY()), Point2D::add);
loc = clamp(loc, 0, 0, pane.getWidth() - rect.getWidth(), pane.getHeight() - rect.getHeight());
rect.setX(loc.getX());
rect.setY(loc.getY());
}
lastUpdate = now ;
}
};
anim.start();
Scene scene = new Scene(pane, 400, 400);
scene.setOnKeyPressed(e -> motions.add(keyMappings.get(e.getCode())));
scene.setOnKeyReleased(e -> motions.remove(keyMappings.get(e.getCode())));
primaryStage.setScene(scene);
primaryStage.show();
}
private Point2D clamp(Point2D p, double minX, double minY, double maxX, double maxY) {
if (p.getX() < minX) {
p = new Point2D(minX, p.getY());
} else if (p.getX() > maxX) {
p = new Point2D(maxX, p.getY());
}
if (p.getY() < minY) {
p = new Point2D(p.getX(), minY);
} else if (p.getY() > maxY) {
p = new Point2D(p.getX(), maxY);
}
return p ;
}
public static void main(String[] args) {
launch(args);
}
}

Periodically modify a JavaFX StackedBarChart CategoryAxis

I'm trying to find a way to update the Categories of a JavaFX CategoryAxis(). I made an observable list of the categories and they also do update in the plot() function. However, if I try to add a new item to the series, I get a java.lang.IllegalStateException. Although I know, that not a state is causing the error, moreover the dynamic adding seems to be the problem. Below I attached my Code.
package application;
import java.text.SimpleDateFormat;
import java.util.Arrays;
import java.util.Date;
import java.util.Timer;
import java.util.TimerTask;
import javafx.animation.Animation;
import javafx.animation.KeyFrame;
import javafx.animation.Timeline;
import javafx.application.Application;
import javafx.collections.FXCollections;
import javafx.collections.ObservableList;
import javafx.event.ActionEvent;
import javafx.event.EventHandler;
import javafx.scene.Scene;
import javafx.scene.chart.CategoryAxis;
import javafx.scene.chart.LineChart;
import javafx.scene.chart.NumberAxis;
import javafx.scene.chart.StackedBarChart;
import javafx.scene.chart.XYChart;
import javafx.scene.layout.StackPane;
import javafx.stage.Stage;
import javafx.util.Duration;
public class Main extends Application {
final XYChart.Series series1 = new XYChart.Series();
final XYChart.Series series2 = new XYChart.Series();
ObservableList<XYChart.Data> xyList1 = FXCollections.observableArrayList();
ObservableList<XYChart.Data> xyList2 = FXCollections.observableArrayList();
ObservableList<String> myXaxis = FXCollections.observableArrayList();
int i;
#Override public void start(Stage stage) {
stage.setTitle("Line Chart Sample");
final CategoryAxis xAxis = new CategoryAxis();
final NumberAxis yAxis = new NumberAxis();
xAxis.setLabel("Month");
final StackedBarChart<String,Number> lineChart =
new StackedBarChart<String,Number>(xAxis,yAxis);
lineChart.setTitle("Woohoo, 2010");
lineChart.setAnimated(false);
series1.setName("Test 1");
series2.setName("test 2");
Timer timer = new Timer();
timer.scheduleAtFixedRate(new TimerTask() {
#Override
public void run() {
plot();
}
}, 0, 1000);
Scene scene = new Scene(lineChart,800,600);
xAxis.setCategories(myXaxis);
XYChart.Series XYSeries1 = new XYChart.Series(xyList1);
XYChart.Series XYSeries2 = new XYChart.Series(xyList2);
lineChart.getData().addAll(XYSeries1,XYSeries2);
i = 0;
stage.setScene(scene);
stage.show();
}
public void plot() {
SimpleDateFormat dateFormat = new SimpleDateFormat("HH:mm:ss");
Date date = new Date();
date.setTime(date.getTime() + i++ * 11111);
myXaxis.add(dateFormat.format(date));
System.out.println(myXaxis);
// with the line below uncommented the application breaks. Without the x-axis is updated as intended.
//xyList1.add(new XYChart.Data(dateFormat.format(date), Math.random()*10));
}
public static void main(String[] args) {
launch(args);
}
}
Issue - Transitive Modification of Scene Graph Nodes off of the JavaFX Application Thread
Don't modify scene nodes (or even observable lists of data on which scene nodes depend), off of the main JavaFX application thread (it's illegal - as the IllegalStateException you received states).
A Timer thread does not run things on the JavaFX application thread.
Potential Fixes
There are a few ways to fix this:
Continue using a Timer, but surround the plot() call in the timer with Platform.runLater.
Use the JavaFX animation framework (the Timeline), which always runs all of it's code on the JavaFX application thread.
Of the two options, I think I'd prefer the second, but either will work.
Timer style solution
Timer timer = new Timer();
timer.scheduleAtFixedRate(new TimerTask() {
#Override
public void run() {
Platform.runLater(new Runnable() {
#Override public void run() {
plot();
}
});
}
}, 0, 1000);
Timeline style solution
Timeline timeline = new Timeline(
new KeyFrame(
Duration.ZERO,
new EventHandler<ActionEvent>() {
#Override public void handle(ActionEvent actionEvent) {
plot();
}
}
),
new KeyFrame(
Duration.seconds(1)
)
);
timeline.setCycleCount(Timeline.INDEFINITE);
timeline.play();
Alternative Service based solution
I suggest that you read up on concurrency in JavaFX.
Another alternative would be to use Task or Service in conjunction with a ScheduledExecutorService and updates running via Platform.runLater(). However this kind of solution, while sophisticated and flexible, is more complicated than the problem warrants as you described it and the simple Timeline or Timer based solutions should be preferred. The more complicated Service based solution is appropriate if each pulse results in the execution of a time consuming algorithm or a lot of network or file based I/O.

How to create a javafx 2.0 application MDI

How to implement something kinda internal frame in JavaFx 2.0 specifically?
My attempt is as so..
import javafx.application.Application;
import javafx.event.ActionEvent;
import javafx.event.EventHandler;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.layout.StackPane;
import javafx.stage.Stage;
public class Main extends Application {
ConnectDb connection;
public static void main(String[] args) {
Application.launch(args);
}
#Override
public void start(Stage stage) throws Exception {
final Stage stage1 = new Stage();
StackPane pane = new StackPane();
Button btn = new Button("Click Me");
btn.setOnAction(new EventHandler<ActionEvent>() {
#Override
public void handle(ActionEvent event) {
connection = new ConnectDb();
try {
connection.start(stage1);
} catch (Exception e) {
e.printStackTrace();
}
System.out.println("Fire some thing..");
}
});
pane.getChildren().add(btn);
stage.setScene(new Scene(pane ,200, 300));
stage.show();
}
}
ConnectDb.java
import javafx.application.Application;
import javafx.event.ActionEvent;
import javafx.event.EventHandler;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.layout.StackPane;
import javafx.stage.Stage;
public class ConnectDb extends Application {
#Override
public void start(Stage stage) throws Exception {
StackPane pane = new StackPane();
Button btn = new Button("Click On Button which is me");
btn.setOnAction(new EventHandler<ActionEvent>() {
#Override
public void handle(ActionEvent event) {
System.out.println("Something here..");
}
});
pane.getChildren().add(btn);
stage.setScene(new Scene(pane ,200, 300));
stage.show();
}
}
First of all, for your approach, you don't really need to (and therefore should not) extend ConnectDb from Application as you just use the start method to create new stages. You just need one Application class (in your case Main). You could just as well create the new stage/scene in your first event handler.
Secondly, there is no real MDI support in JavaFX 2.1. Right now, you can just have multiple Stages (which is the equivalent to having multiple windows/frames). But you cannot have something like an internal frame in a desktop pane.
I guess you could take the following actions:
Just use multiple Stages (windows) with the drawback that they will float quite uninspiredly on your desktop
Use Swing as a container (with JDesktopPane and JInternalFrame) and integrate JavaFX (here's a nice How-To)
Implement your own framework that emulates MDI behavior
Find a framework that provides MDI behavior
Wait for a future release of JavaFX that hopefully provides MDI support (as far as I know, there's a change request pending...)
Create parent AncorPane.
Add several children AnchorPanes to it. They will serve as internal frames. Add different content to these.
Set children AnchorPanes invisible.
Add buttons to hide, resize or close children AnchorPanes. When needed, call function to set all children AnchorPanes invisible, except for one.